Digital zombie

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A digital zombie, as defined by the University of Sydney, is a person so engaged with digital technology and/or social media they are unable to separate themselves from a persistent online presence. [1] Further, University of Sydney researcher Andrew Campbell also expressed concerns over whether or not the individual can truly live a full and healthy life while they are preoccupied with the digital world. [1] Other individuals have also begun referencing certain types of behaviour with being a digital zombie. Stefanie Valentic, managing editor of EHS Today , refers to it as people hunting digital creatures through their smartphones in public spaces, always fixed on their phones. [2] In looking at the origins of the word "Zonbi" from Haitian slave plantations, it's been noted that the term also implies a control of the physical body by technology. [3] The University of Warwick has used the term to argue that further research needs to be done with people who exist in digital form after death to help people grieve their loss. [4]

Contents

Modern applications

Distracted walking

A person walking, distracted with his smartphone Screen time.jpg
A person walking, distracted with his smartphone

The term digital zombie can refer to a person performing distracted walking, which has been labelled dangerous by the American Academy of Orthopaedic Surgeons. They created the "Digital Deadwalkers" campaign after physicians became aware of the risks associated with walking across intersections and sidewalks while paying attention only to smartphones and not one's surroundings. Also stating that the name is derived from the fact that "they're oblivious to everyone else, so it's like they're dead-walking, sleepwalking." [5]

Living through media

The Department of Sociology, University of Warwick has also identified the term, digital zombie, to refer to an individual who has died but is digitally resurrected, reanimated and socially active. These digital zombies do things in death they did not do when they were alive as they "live" again through a digital self on a digital medium. Dead celebrities sometimes become digital zombies when they are reanimated to appear in commercial advertisements (such as Audrey Hepburn and Bob Monkhouse). Other accidental digital zombies include Tupac Shakur and Michael Jackson who were both digitally resurrected and recreated to perform "live" on stage years after their death. Researchers at the University of Warwick have carried out research into the area of human-computer interaction. [4] in an effort to understand the affect these digital zombies have on grief and bereavement.

Mobile gaming

Writer for EHS Today, Stefanie Valentic, has made observations with the mobile phone video game Pokémon Go , which offers players the experience to hunt and collect digital creatures called Pokémon through their smartphone in real world. Players can be observed simultaneously gazing at their phone while also obliviously walking around their environments looking for Pokémon. Stefanie references these individuals as "digital zombies" since they walk around with no cognition of their surroundings while engaged with their phone. [2]

Health Risks

Heavy use of technology

Research by the University of Sydney has begun looking at how new technology such as digital media and smartphones impact our lives and questioning whether they can create new compulsions and obsessions. [1] The research demonstrates that increased heavy technological use can have negative health consequences similar to drugs, smoking, and alcohol. [1] Marcel O'Gorman, an associate professor of English at the University of Waterloo, has commented on the body of research examining how technology impacts cognition, stating currently that there is no empirical evidence to support any theories that suggest that technology can damage memory and attention span. [6]

Heightened risk to children

Manfred Spitzer, a German psychiatrist, has raised concerns with providing digital devices to children. During the early childhood stage while their brains are rapidly growing, increased exposure to digital devices may deprive them of necessary development required to facilitate brain growth. These concerns are also shared by Korean doctors who believe giving digital devices, like smartphones to children, limits their cognitive development. [7]

Related Research Articles

<span class="mw-page-title-main">Assistive technology</span> Assistive devices for people with disabilities

Assistive technology (AT) is a term for assistive, adaptive, and rehabilitative devices for people with disabilities and the elderly. Disabled people often have difficulty performing activities of daily living (ADLs) independently, or even with assistance. ADLs are self-care activities that include toileting, mobility (ambulation), eating, bathing, dressing, grooming, and personal device care. Assistive technology can ameliorate the effects of disabilities that limit the ability to perform ADLs. Assistive technology promotes greater independence by enabling people to perform tasks they were formerly unable to accomplish, or had great difficulty accomplishing, by providing enhancements to, or changing methods of interacting with, the technology needed to accomplish such tasks. For example, wheelchairs provide independent mobility for those who cannot walk, while assistive eating devices can enable people who cannot feed themselves to do so. Due to assistive technology, disabled people have an opportunity of a more positive and easygoing lifestyle, with an increase in "social participation", "security and control", and a greater chance to "reduce institutional costs without significantly increasing household expenses." In schools, assistive technology can be critical in allowing students with disabilities to access the general education curriculum. Students who experience challenges writing or keyboarding, for example, can use voice recognition software instead. Assistive technologies assist people who are recovering from strokes and people who have sustained injuries that affect their daily tasks.

<span class="mw-page-title-main">Telephone</span> Telecommunications device

A telephone is a telecommunications device that permits two or more users to conduct a conversation when they are too far apart to be easily heard directly. A telephone converts sound, typically and most efficiently the human voice, into electronic signals that are transmitted via cables and other communication channels to another telephone which reproduces the sound to the receiving user. The term is derived from Greek: τῆλε and φωνή, together meaning distant voice. A common short form of the term is phone, which came into use early in the telephone's history. Nowadays, phones are almost always in the form of smartphones or mobile phones, due to technological convergence.

<span class="mw-page-title-main">Smartphone</span> Handheld mobile device

A smartphone is a mobile device that combines the functionality of a traditional mobile phone with advanced computing capabilities. It typically has a touchscreen interface, allowing users to access a wide range of applications and services, such as web browsing, email, and social media, as well as multimedia playback and streaming. Smartphones have built-in cameras, GPS navigation, and support for various communication methods, including voice calls, text messaging, and internet-based messaging apps.

<span class="mw-page-title-main">Consumer electronics</span> Electronic products for everyday use

Consumer electronics or home electronics are electronic equipment intended for everyday use, typically in private homes. Consumer electronics include devices used for entertainment, communications and recreation. These products are usually referred to as black goods due to many products being housed in black or dark casings. This term is used to distinguish them from "white goods" which are meant for housekeeping tasks, such as washing machines and refrigerators, although nowadays, these would be considered black goods, some of these being connected to the Internet. In British English, they are often called brown goods by producers and sellers. In the 2010s, this distinction is absent in large big box consumer electronics stores, which sell entertainment, communication and home office devices, light fixtures and appliances, including the bathroom type.

<span class="mw-page-title-main">Computer-mediated reality</span> Ability to manipulate ones perception of reality through the use of a computer

Computer-mediated reality refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device such as a smartphone.

<span class="mw-page-title-main">Mobile device</span> Small, hand-held computing device

A mobile device, also referred to as a digital assistant, is a computer small enough to hold and operate in the hand. Mobile devices typically have a flat LCD or OLED screen, a touchscreen interface, and digital or physical buttons. They may also have a physical keyboard. Many mobile devices can connect to the Internet and connect with other devices, such as car entertainment systems or headsets, via Wi-Fi, Bluetooth, cellular networks, or near-field communication. Integrated cameras, the ability to place and receive voice and video telephone calls, video games, and Global Positioning System (GPS) capabilities are common. Power is typically provided by a lithium-ion battery. Mobile devices may run mobile operating systems that allow third-party applications to be installed and run.

<span class="mw-page-title-main">Pedometer</span> Portable device that counts steps a person takes

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<span class="mw-page-title-main">Mobile game</span> Video game played on a mobile device

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M-learning, or mobile learning, is a form of distance education where learners use portable devices such as mobile phones to learn anywhere and anytime. The portability that mobile devices provide allows for learning anywhere, hence the term "mobile" in "mobile learning." M-learning devices include computers, MP3 players, mobile phones, and tablets. M-learning can be an important part of informal learning.

Electromagnetic hypersensitivity (EHS) is a claimed sensitivity to electromagnetic fields, to which negative symptoms are attributed. EHS has no scientific basis and is not a recognized medical diagnosis, although it is generally accepted that the experience of EHS symptoms is of psychosomatic origin. Claims are characterized by a "variety of non-specific symptoms, which afflicted individuals attribute to exposure to electromagnetic fields". Attempts to justify the claim that EHS is caused by exposure to electromagnetic fields have amounted to pseudoscience.

<span class="mw-page-title-main">Mobile social network</span> Social networking on mobile devices

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<span class="mw-page-title-main">Mark Gasson</span> British research scientist

Mark N. Gasson is a British scientist and visiting research fellow at the Cybernetics Research Group, University of Reading, UK. He pioneered developments in direct neural interfaces between computer systems and the human nervous system, has developed brain–computer interfaces and is active in the research fields of human microchip implants, medical devices and digital identity. He is known for his experiments transmitting a computer virus into a human implant, and is credited with being the first human infected with a computer virus.

<span class="mw-page-title-main">Mobile phone</span> Portable device to make telephone calls using a radio link

A mobile phone is a portable telephone that can make and receive calls over a radio frequency link while the user is moving within a telephone service area, as opposed to a fixed-location phone. The radio frequency link establishes a connection to the switching systems of a mobile phone operator, which provides access to the public switched telephone network (PSTN). Modern mobile telephone services use a cellular network architecture, and therefore mobile telephones are called cellphones in North America. In addition to telephony, digital mobile phones support a variety of other services, such as text messaging, multimedia messaging, email, Internet access, short-range wireless communications, satellite access, business applications, payments, multimedia playback and streaming, digital photography, and video games. Mobile phones offering only basic capabilities are known as feature phones ; mobile phones that offer greatly advanced computing capabilities are referred to as smartphones.

<span class="mw-page-title-main">Mobile technology</span> Technology used for cellular communication

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<span class="mw-page-title-main">Problematic smartphone use</span> Psychological dependence on smartphones

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<span class="mw-page-title-main">Digital detox</span> Process of not using digital devices

A digital detox is a period of time when a person voluntarily refrains from using digital devices such as smartphones, computers, and social media platforms. This form of detoxification has gained popularity, as individuals have increased their time spent on digital devices and the Internet.

<span class="mw-page-title-main">Smartphones and pedestrian safety</span>

Safety hazards have been noted due to pedestrians walking slowly and without attention to their surroundings because they are focused upon their smartphones. Texting pedestrians may trip over curbs, walk out in front of cars and bump into other walkers. The field of vision of a smartphone user is estimated to be just 5% of a normal pedestrian's.

<span class="mw-page-title-main">Nintendo mobile games</span> Overview of mobile games by and the relationship with mobile games of Nintendo

Nintendo, a Japanese home and handheld video game console manufacturer and game developer, has traditionally focused on games that utilize unique elements of its consoles. However, the growth of the mobile gaming market in the early 2010s led to several successive fiscal quarters where they were running at a loss, partially due to the failure of the Wii U. Nintendo, led by president Satoru Iwata at the time, developed a strategy for entering into the mobile games market with development partner DeNA, as a means of introducing their franchise properties to mobile players with a goal of bringing them to buy Nintendo's consoles later. From 2015 to 2020 Nintendo has internally developed a number of mobile games, while also publishing games with other developers, including games outside of the initial DeNA partnership. Several of them have entered the top-downloaded games list on the iOS App Store and Google Play stores, earning over US$100 million in revenue in total. However, as Nintendo's next console, the Nintendo Switch, proved a financial success for the company, coupled with dwindling numbers on its mobile games during the COVID-19 pandemic, Nintendo quietly backed off its mobile strategy starting in 2020, though continued to back Pokémon Go and future Pokémon games.

References

  1. 1 2 3 4 "From creatures of habit to digital zombies – are we all addicts now?". The University of Sydney. Retrieved 2018-12-02.
  2. 1 2 "Sincerely Stefanie: Pokémon NO! Protecting Your Workers from Digital Zombies". EHS Today. 2016-07-12. Retrieved 2018-12-02.
  3. Raterink, Cooper; Zawlacki, Jake. "Reanimating the Digital Zombie". stanfordrewired.com. Retrieved 2023-10-30.
  4. 1 2 Bassett, Debra; Bassett, Debra J. (December 2015). "Who Wants to Live Forever? Living, Dying and Grieving in Our Digital Society" (PDF). Social Sciences. 4 (4): 1127–1139. doi: 10.3390/socsci4041127 .
  5. "Avoiding a digital zombie apocalypse". Modern Healthcare. 46 (1): 36. 4 January 2016. ProQuest   1754303504.
  6. O'Gorman, Marcel (2015-02-18). "Taking Care of Digital Dementia". CTheory: 2–18/2015. ISSN   1190-9153.
  7. Ryall, Julian (2013-06-24). "Surge in 'digital dementia'". Daily Telegraph. ISSN   0307-1235 . Retrieved 2018-12-02.